Author Topic: New textures  (Read 4412 times)

w3b5t3r

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New textures
« on: October 27, 2007, 10:51:55 AM »
Hello, how can I "say" to the client "The texture will go there, and you can take it here " ?

If you don't understand, how to do for create a file where the textures of my map will go ? Like for jump maps or ub_rooftop

Eiii

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Re: New textures
« Reply #1 on: October 27, 2007, 01:53:41 PM »
I'm not exactly sure what you mean, but you can create sub-directories in the main texture directory (textures, not textures/pball). So long as your BSP setup uses the same folder structure, you'll be fine.

w3b5t3r

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Re: New textures
« Reply #2 on: October 28, 2007, 01:34:59 AM »
It's I want, a sub-directory for my map, but the name is chosen random or I have to 'say' to BSP the name of the sub-directory ?

Eiii

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Re: New textures
« Reply #3 on: October 28, 2007, 02:11:58 AM »
I have no clue what you're talking about. Here, I'll explain how to use custom textures in a quick step-by-step:

1. Make sure you have a .JPG (or TGA) of your texture and a .WAL. The JPG's dimensions should be a power of 2. The WAL only exists to give BSP a texture name to use, it doesn't have to have anything in common with the texture except it's name.
2. Put the JPG in a folder in the textures directory of your pball directory. (e.g pball/textures/zomg) Then, put the WAL in a folder of the same name in the BSP textures directory (pball/textures/zomg).
3. In BSP, while editing your map, press L to load a texture directory. Choose your folder.
4. Now select the texture from the texture browser and apply it. Just make sure you package your custom textures with your map, and make sure they can be freely distributed.

Just to emphasize the point, you can't use textures that aren't GPL. Just don't do it, it'll cause a headache for quite a few people.

w3b5t3r

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Re: New textures
« Reply #4 on: October 28, 2007, 02:29:14 AM »
Ok, I understand, but how can I put a texture in a .WAL ? What is the program for ?

EDIT : How can I rotate a blok of 90° (repeat it, but turned )

Eiii

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Re: New textures
« Reply #5 on: October 28, 2007, 02:41:41 AM »
You can use wally, but you don't have to. Just copy another .wal and rename it to match your texture's name.

I assume by the second bit you're asking how to rotate a texture- to do that you have to select the face or brush you want to modify and then press S to bring up the surface properties window. Change the 'R' value to the rotation (in degrees) you want.

w3b5t3r

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Re: New textures
« Reply #6 on: October 28, 2007, 03:06:13 AM »
Hmmm, but there is just wally for create a .WAL texture ? (if jitspoe could awnser me, because he used a program for the .WAL textures of bsp)

Eiii

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Re: New textures
« Reply #7 on: October 28, 2007, 03:15:32 AM »
Yes, Wally is the program used to create .WAL textures. But again, it's not necessary.

EDIT: Here's the web site.

w3b5t3r

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Re: New textures
« Reply #8 on: October 28, 2007, 03:27:49 AM »
Yes, Wally is the program used to create .WAL textures. But again, it's not necessary.

EDIT: Here's the web site.

Where ?

EDIT : CAn we use prefabs with bsp ?

y00tz

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Re: New textures
« Reply #9 on: October 28, 2007, 06:54:07 AM »

Apocalypse

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Re: New textures
« Reply #10 on: October 28, 2007, 07:46:48 AM »
Prefabricated objects y00tz.

w3b5t3r

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Re: New textures
« Reply #11 on: October 28, 2007, 09:09:43 AM »
Thank you for the link of wally, but what is the way to follow to create a .WAL texture ?

y00tz

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Re: New textures
« Reply #12 on: October 28, 2007, 11:59:12 AM »
Prefabricated objects y00tz.

I didn't know if he meant brushwork, textures, models, etc.

w3b5t3r

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Re: New textures
« Reply #13 on: October 28, 2007, 12:23:15 PM »
Thank you for the link of wally, but what is the way to follow to create a .WAL texture ?

Nobody ? I would like a tutorial for create .WAL textures if possible

Eiii

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Re: New textures
« Reply #14 on: October 28, 2007, 12:30:37 PM »
EDIT: Here's the web site.

Uh... whoops. Meant to make that a URL.
* Eiii fail.

And again, the WALs have NOTHING TO DO WITH THE TEXTURE. They're just so BSP has something to point to.

w3b5t3r

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Re: New textures
« Reply #15 on: October 29, 2007, 02:42:45 AM »
Thank you

EDIT : And for the sounds, I put them in my sub-directory or in pball/sounds ?

XtremeBain

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Re: New textures
« Reply #16 on: October 29, 2007, 10:00:43 AM »
And for the sounds, I put them in my sub-directory or in pball/sounds ?

Correct :)

w3b5t3r

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Re: New textures
« Reply #17 on: October 30, 2007, 03:02:18 AM »
Correct :)

In which one ? the first ?

EDIT : How can I show a message when I go somewhere (ex: the message which say that it's the Last Level in DopJump)
« Last Edit: October 30, 2007, 03:30:20 AM by w3b5t3r »

y00tz

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Re: New textures
« Reply #18 on: October 30, 2007, 06:40:00 AM »
pball/sounds means the sound folder in pball, generally, a / indicates that the second directory is in the first.

To do a message, you would do:
With a "trigger_multiple" entity with a "message" key and a "wait" key.

That's from this topic right here: http://www.dplogin.com/forums/index.php?topic=7363.0;

w3b5t3r

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Re: New textures
« Reply #19 on: October 30, 2007, 07:47:05 AM »
pball/sounds means the sound folder in pball, generally, a / indicates that the second directory is in the first.

To do a message, you would do:
That's from this topic right here: http://www.dplogin.com/forums/index.php?topic=7363.0;

For the sound I understand I'm not stupid, but I meant, I put the sounds in pball/sounds, or in pball/sounds/[a subdirectory]